Architect Archive
Thread: A simple suggestion for our plea for econimic equality (superiority?:D).
I do not know if this has been suggested before... but consider the following
1) to fix the econimic problems for architects....consider allowing upkeep/maintenance on structures to be paid in full....or part to the architect thatmade it. To encourage business for skilled architects maybe experimentation could effect how much maintenance will cost on each structure. This kind of goes in line with weaponsmiths/armorsmiths......the better the smith, the more customer base he/she has....and the more repeat customers.
2) Perhaps there should be mod that gives architects a boost to lots permitted.....increace the number from 10 to 15 or 20?. (im betting this has been suggested before...but i have not seen it)
My suggestion would be to make it harder to advance in the architect profession in order to slow down the flooding of the market. And then to kill off some of those stagnant MA's.
Or just make constructing buildings more complicated. That would definitely weed out some of them. Some would quit the profession, some would go insane, some would commit suicide or rip out their and have heart attacks. Leaving us with the few rare precious gems true to their profession, Architects.
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As far as I see it the economy is not broken. Our products are priced for the utility they offer. If you want to make more money don't be an architect or droid engineer, be a weaponsmith or creature handler.
If you want architects to have the ability to make more money, make our products more desirable. Have them have some utility to players.
1. Allow us to make combat structures that will give folks an advantage in combat.
2. Require folks to have a house to have a mount/vehicle.
3. Give some special bonus to houses that allow people to heal faster.
Right now a house let you use a vendor, and plop down some extra storage space. To the majority of players where is the value?